So far we’ve trounced through the first Final Fantasy game, the central cast of the iconic Super Mario RPG, and even dipped our toes into some Fallout action.
It’s time to put these appetizers aside and to that end, my most esteemed and wonderful reader, I give you CLOUD STRIFE for D&D 5E! 😀
Medium humanoid (human), lawful good fighter (master of battle) 13
Armor Class 17 (+2 studded leather)
Hit Points 115 (5d8+11d10+32)
Speed 30 ft.
|16 (+3)||16 (+3)||14 (+2)||12 (+1)||12 (+1)||14 (+2)|
Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +6, Stealth +8
Tools artisan’s tools (2) +5, instrument +5
Senses passive Perception 16
Challenge 9 (5,000 XP)
Action Surge (1/Short Rest). Once on his turn, Cloud can take an additional action on top of his regular action and a possible bonus action.
Boots of Striding & Springing. Cloud can jump three times the normal distance, though he can’t jump farther than his remaining movement would allow.
Feat: Mobile. Cloud can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.
Feat: Soldier Tactics. A creature hit by Cloud’s opportunity attack reduces its speed to 0 until the beginning of the next round and disengaging from Cloud still provokes opportunity attacks. In addition, Cloud can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Cloud.
Fighting Style: Great Weapon Fighting. When Cloud rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Indomitable (2/Long Rest). Cloud can reroll a saving throw that he fails but must use the new roll.
Maneuver Master (5d10/Short Rest). Cloud can expend a maneuver dice to perform a single maneuver with an attack.
- Counter. Cloud can use his reaction to make a melee attack against a creature that misses him with a melee attack, dealing 1d10 additional damage on a hit.
- Disarm. A creature Cloud has hit with an attack takes 1d10 additional damage and makes a DC 16 Strength saving throw or drops one held item of his choice.
- Distract. On a successful hit with a melee weapon, Cloud deals 1d10 extra damage. The next attack roll made by another creature against the target before the start of his next turn has advantage.
- Lunge. Cloud increases his reach by 5 feet for one attack, dealing 1d10 additional damage on a hit.
- Sweep. Cloud chooses a creature adjacent to him target and within his reach and on a hit, the adjacent creature takes 1d10 damage (of the same type as the weapon attack).
Second Wind (1/Short Rest). On his turn, Cloud can use a bonus action to regain 1d10+13 hit points.
Extra Attack (2). Cloud attacks three times.
Magic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
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